Welcome to part 2 of the DXT compression series. In this series I go over the techniques and results used to compress Firefall's texture data as they are discovered and implemented. Red 5 Studios has graciously allowed me to post about this work publicly with the intention that peer review and group process will end up with something better overall, not only just for Red 5 but for others in the industry as well. So please do comment and suggest improvements if you have ideas or thoughts on the matter :)